Texture2D g_frame_texture : register(t0);
SamplerState g_sampler : register(s0);

struct PS_INPUT
{
	float4 pos : SV_POSITION;
	float2 uv : TEXCOORD0;
};

float4 QuadPS(PS_INPUT input) : SV_TARGET
{
	return g_frame_texture.Sample(g_sampler, input.uv);
}